Super Mario Bros. - FAQ/play guide

Super Mario Bros. by Nintendo
Author: Ice T. Gressa and Panterror Flames
Email: djtigresa@classicgaming.com, mcpantera@classicgaming.com
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INTRODUCTION
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The evil King Koopa aka Bowser has kidnapped Princess Toadstool and turned all
the other Mushroom Kingdom to blocks. These are the things you use as stepping
stools. As Mario or his brother Luigi in a 2-player game, you got through 32
levels which is really 8 levels divided into 4 and save the princess whom has
the power to undo the spell.
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Options
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The only options you got are choosing a 1-player or 2-player game at the title
screen.
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Controls
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A button = Jump, stomp enemies, break bricks and hit question blocks above.
B button = hold to run faster, shoot fireballs
Start = Pause the game, start the game
Select = switch option
left/right = move in that direction
down = go down special pipes
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Gameplay
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There are eight levels and each are seperated into four subsections. Each level
has their background settings. There is the Overworld (Day time), Underworld,
Underwater, Overworld (Jungle), Overworld (Night), Overworld (Bayside) and the
Castle itself.
Red Mushroom - makes you big
Fire Flower - can shoot fireballs
Star - Makes you invincible
Green Mushroom - Extra life.
Axe - dump Bowser in the abyss and complete the castle level.
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Enemies
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Goombas - these little guys are just annoying. Just stomp them to get rid of
them.
Koopa Troopa - These turtlelike creatures come in two colors. Green ones just
walk off the edge while Red ones walk back and forth. Both of them you can
stomp on and kick their shell aside into other enemies but watch out because
the rebound off objects can hurt you.
Koopa Paratroopa - Koopa Troopas with wings. Green ones bounce towards you and
the red ones move up and down. Stomping them turns them to Koopa Troopas.
Lakitu - They fly around dropping spiny eggs.
Spiny - when the eggs lands they become spinies. You can stomp on them because
of the spines/spikes on their backs.
Hammer Brothers - They fling hammers at you. The hammers can't hit you if you
are in their face.
Buzzy Beetle - They are immune to fireballs but they behave like the green
Koopa Troopas.
Pirhana Plant - They come out of some plants and much on anyone who touch them.
If you stand on or next to the pipe, they won't come out.
Bullet Bills - They are fired from cannons. Like Pirhana Plants, the cannons
won't fire if you are next or on top of them.
Cheep Cheep - These fish are no bother underwater but on land, they are a pain
in the ass as they pop up out of nowhere.
Blooper - Underwater jellyfish that pursue you, small Mario can't be touched if
he's on the bottom floor.
Pobodo - Great balls of fire that pop out of the lava in the castle.
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Scoring
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You score points by killing all enemies. There is a sequence where if you land
on a group of enemies, the points go from 100, 200, 400, 800, 1000, 2000, 4000,
8000, and 1-ups for each enemy thereafter.
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World 1
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1-1: Run right and kill a Goomba, and get the Mushroom and kill three more
Goombas and enter the next pipe after the pair for a shortcut. Skipping the
pipe, you can get a 1-up. The shortcut leads to the end of the level. Keep
moving and you can get a flower and a star too.
1-2: Read the info in the warp zone info if you decide to warp. Otherwise just
stay above the level till you reach the up elevator and exit out the pipe
and on to the pole.
1-3: As you go right, the jumps here are tricky. On the way tp a platform
rising and falling, you would have encountered a red Koopa Troopa and a Goomba
already. Take the low path and get the power up then you have an option of
getting the four coins above before moving on. Get past a Koopa Paratroopa and
a Goomba and ride two side moving platforms to the right. Take out a Koopa
Paratroopa and another Goomba then ride the side-to-side platform and the end
of the level.
1-4: Run to the right and watch out for the firebar below the power-up question
block. Keep moving right to avoid the firebars and watch out for firebrath.
Eventually, you will reach one of eight Bowsers in the game but only the last
one is real. Use fireball to defeat Bowser and reveal who the faker is. In
level one, the faker is a Goomba. If you lack fireball, make your way to the
axe and drop Bowser into the lava pit.
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World 2
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2-1: Go right and take care of a Goomba coming down the stairs then get a
power up from the middle block if needed. Dispose of the two Koopa Troopas and
there is an invisible coin block just to the left of te bricks above. Stand on
the block where the coin was and jump to reveal a 1-up. Proceed to the right
and there are two rowa of five question blocks. One has a power-up. Knock out
the Goombas and the Koopa Troopas in the way. There is a star in one of the
blocks to the right jua before the pirhana plant pipe. Run over everything
in your path and a secret pipe will be the next pipe you see. Once out, there
are three pipes with pirhana plants. Time your jumps to get past them. There
are more Goombas, Koopa Troopas, and Koopa Paratroopas on route to a spring
that vaults you above the wall and to the pole on the right.
2-2: You are now underwater. How in sam hell can Mario breath? Keep swimming
right and avoid the Bloopers and Cheep Cheeps. It is best to stay low unless
you have to swim over pink algae or swim over a wall. You'll eventually reach
a side pipe. It will take you to the mainland. Now proceed to the pole and exit
2-3: This is just a straight path to the right. Be sure to move slowly to avoid
the Cheep Cheeps and there are times where you
2-4: The Pobodos make their debut here. They are fireballs that leap from the
lava and pick off jumpers. They are invincible too. Wait for Pobodo to fall
before you move on. Avoid the firebars as usual. You'll encounter moving
elevators which are of no importance. Avoid Bowser's fire and pump fireballs
into him to reveal him as a Koopa Troopa. The bricks above hinder your jump
attempt.
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World 3
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3-1: The last pipe in the beginning sequence is a shortcut. Keep moving right
till you see a set of bricks above. The leftmost star has a star. Blow past
everyone even the new Hammer Bros. Use the spring to get on top of the blocks,
the middle section is has a beanstalk that is another shortcut. Once down, here
is a 1-up trick. As the Koopa Troopa comes down the stairs, jump on it as it is
about to fall and leave the controller alone as you continually hop on the
shell and rack up lots of life. Go above 127 and the lives counter rests.
3-2: Assuming you still have fireballs, run right and shoot everything that
moves. Soon, there is a spot with a lone Koopa Troopa trapped in it. Kill it
then get the coins in the brick and a star above, Now just run over everyone
while you still can and commence shooting everyone on the way to the pipe.
3-3: Carefully move through the side to side platforms and make it to a scale
that makes the other side rise when you stand on one side. Stay on it too long
and you will fall to your doom. It will take you to more side-to-side platforms
and some red Koopa Troopas and red Koopa Paratroopas. Another side-to-side
platform leads to another scale and the exit.
3-4: Move right and avoid the Pobodos and firebars. The middle question block
has a powerup. The next three sets of firebars are tricky as there are on top
and one on bottom. At the end is a group of Pobodos and jump over Bowser's
breath. The fake Bowser is a Buzzy Beetle who will make its debut later on.
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World 4
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4-1: The new enemies here are the Latiku and the Spiny eggs it drops and turn
into Spinies. You can't jump on these. Take out Lakitu as fast as you can and
bolt for the exit. There are four spots to take him out and they all involve
where you are high up including a hidden 1-up over four question blocks.
4-2: Take two careful hops across and kill two Goombas. Near the end of the
corridor, there is a hidden coin box in the bricks. Read the warp zone section
below for warp zone info.Otherwise, stay at the top of the level till the
second down elevator and exit stage right.
4-3: Maneuver through red Koopa Troopas and red Koopa Paratroopas on way to a
scale. use it to get across faster. Then you have three more scales to trek
through then a rising and falling platform before the pole.
4-4: Now this level is real tricky. Take the right path to proceed, the wrong
path lets you repeat that section. here is the solution: Take the high road,
then at the steps, there are three more paths, the lowest path is the one to
take and off to fight Bowser again. The firebar and Pobodo interfere this time.
The faker is a Spiny.
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World 5
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5-1: Run across and shoot everything that moves and clear the pipes. You'll
get a star eventually. Now run over everyone. You'll pass a new enemy. Bullet
Bill. The first one is no threat, The second you need to duck. Like the
Pirhana Plant with pipes, stand next or on the cannon to be safe, Use the
cannon for leverage to the shortcut pipe above and the end of the level.
5-2: Take careful steps to the bullet bill cannon and head for the spring. It
is not really needed. There is a Hammer Brother here on the steps. Use fire
to get past it or say a prayer and blow past it. keep moving across the top and
you will come across the Hammer Bros. fave area of a level which is a three
level section to hop up and down. Smash the blocks below to kill them. Blow
past the Goombas, Koopa Paratroopas, and Buzzy Beetles to the pole.
5-3: The Bullet Bills come out randomly in this level so watch out for them.
Take out any Goombas, Koopa Troopas, and Koopa Paratroopas in the way and touch
the pole.
5-4: Woah shit! That is one large firebar. Better move fast while avoiding
the Pobodos to get through this part. There are thankfully smaller firebars to
get through next. There is one elevator, use it wisely. Make it past a few more
Pobodos and firebars and Bowser breaths to face Bowser. Is fire all he does?
There is a Pobodo and a small moving platform above. The faker is a Lakitu.
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World 6
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6-1: Go right and avoid or shoot the spinies and quickly take out Lakitu ASAP.
There are two areas to do so, The level is a short and sweet one so no need for
detail.
6-2: Nothing special here but some popes to maneuver through till you find a
set of bricks with a beanstalk coming out of it. Jump off to the right and
reveal a hidden coin for leverage to the beanstalk. Just more Pipes to move
through till you reach a Koopa Paratroopa at the end. Take it out and proceed
to the pole.
6-3: Scenery? Where's the scenery? Oh there it is now. Aside from Mario and
the moving platforms, how about some color stupid? Just move through the
platforms and scales. Bullet bills appear in random spots. Avoid them on route
to a spring. Carefully land on the moving platform, then take the scale to
four falling platforms to the pole.
6-4: Nothing you haven't handled before. Just some trickier jumps btween
firebars. Avoid the breath and this fake Bowser throws hammers. Gee, who is
this faker? Roast him up to reveal him to be A BLOOPER?!!! WHAT THE HELL?!!!
We was expecting a Hammer Brother.
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World 7
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7-1: There are a lot of bullet bills to avoid most of this level. The only
other dangers are the Hammer Bros. The Koopa Troopas are nothing for you to
worry about. There is a shortcut pipe after them. There is another set of
Hammer Bros and a Buzzy Beetle on the steps before the pole. Hey! Here's
another 1-up loop. Do the same thing you did to the Koopa Troopa in 3-1.
7-2: Another underwater level. like last time, just swim to safety and avoid
or shoot the Bloopers and Cheep Cheeps on route to the pipe then onto the pole.
7-3: Just move slowly to the right and dodge the Cheep Cheeps, Koopa Troopas,
and Koopa Paratroopas on route to the pole.
7-4: Another "choose the right path" castle. The solution is low, middle, high,
high, middle, high. The fake Bowser is a Hammer Bros. this time and throws
Hammers. That Blooper in the last level was a throw off.
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World 8
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8-1: Congratulations! You made it to the last world. Stomp the Buzzy Beetle and
kick it into Goombas and avoid the rebound. Move right as fast as possible
since the time runs out fast. Thre is a shortcut pipe before the two coins in
the air. Once out, take out two Koopa Paratroopas on the way to a star, and
make a break for it. Be careful not to jump too fast or you'll fall at the
pipes. You should be invincible up to the second Buzzy Beetle. Take two careful
hops and shoot all that move and jump across the narrow walls and hit the pole.
8-2: A Lakitu, Spiny and two Koopa Paratroopas annoy you at the start. Blow
past them and the Lakitu leaves early. The spring lets you hit a 1-up and break
a block next to it to avoid chasing it. At the end are Bullet Bills. Take
careful jumps as you stand on narrow ground, run over a gap and take a leap of
faith. Hanf on there and you'll reach the pole.
8-3: Avoid the Bullet bills and shoot everything that moves. Hop across the
small walls to the pole.
8-4: We'll be brief, move forward to the 3rd pipe, then take the 5th pipe which
is in the air so you hit a hidden coin to get there. Avoid the cheep cheep on
the way to the 4th pipe which is after the pit. Swim to the end then when you
come out get past the Hammer Brother and the Pobodo and you now face the real
Bowser. Avoid his fire and hammers and wait for him to jump then run under him
and get the axe. You can also shoot him too. If you are Super Mario or Fire
Mario, just take the hit and grab the axe.
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Warp Zones
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World 1-2: Basically stay on top of the level as much as possible till you
reach the very end. You can warb to World 2,3, or 4.
World 4-2: Just do the same as above and you'll get to warp to level 5.
World 4-2: There is an area early in 4-2 where there are four blocks above.
Hit the two right bricks and stand on the one to the left and scoot to the left
and hit the brick second from the left and a beanstalk rises. Get on the
beanstalk and go through a little part of a new level and you can warp to World
6,7, or 8.
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Secrets
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If you should die in the later levels. Hold A and press start to start on the
first section of the last level you were on.